In my first serious comment on the GDC forum, I responded to this comment:
wejbaldwin wrote: Diplomacy does not strengthen all multi-player games. If I want diplomacy in a game, I prefer to actually play Diplomacy. This is what that game is designed to be about. Most other games that actually have diplomacy elements turn out to be just Diplomacy with another set of rules and thus a waste of a design, in my opinion.
How elaborate is Twilight Imperium 3? Is it not Diplomacy with bells and whistles? When a game can essentially be boiled down to Diplomacy, why not just play Diplomacy? [emphasis added]
To be fair, wejbaldwin went on to write more than just this, but this is the part that inspired my reply.
My reply:
I am going to disagree with you a bit, though this is really more of an addition than a disagreement:
There can be a narrative story to games, either in what the game is about, or created in the mind of the player as they play. In Diplomacy this story is supposed to be about the political intrigues leading up to World War I, and it certainly exemplifies this mechanic, but it is quite possible to build a different story around the same mechanic. Indeed, game designers do just this all the time.

[images CBT Gallery and www.hobbylinc.com]
PS: Speaking of Diplomacy, I just found this article on Asynchronicity in games at DESIGNER NOTES.
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